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With new binaries in place, master moves everything onto them while the server keeps running (the dashboard's Live update, /liveupdate or SIGUSR2 to master): - database migrations of the new build first; a failure stops there - UGC finishes the jobs it is running (queued rows stay pending), auth restarts, chat hands its teams to master for the next chat server; master starts the new processes and retries ones that don't come back - once the new chat server is up (CHAT_SERVER_READY) every world connects at once and sends its players again (LoginSessionNotify resync, no login logged) - every world instance is replaced with an instance migration: public worlds and private ones (same password) at once, properties after the old instance saved and froze the property (MIGRATE_PREPARE: no building, claiming or saving there any more), activity zones and character select once their players left or after a wait; empty instances just stop, zones in prestart_worlds get a new one first - the dashboard restarts last and picks the status up again Players land where they stood (position carried in CarriedPlayerState, also on properties and Moon Base). Draining instances get no new players (InstanceMigration::AcceptsNewPlayers) and show as "Moving players" in the world list. The order lives in LiveUpdateMachine.h without master state and is unit tested; master's glue is LiveUpdateCoordinator. Master itself is not replaced. Message IDs are appended only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
46 lines
1.9 KiB
INI
46 lines
1.9 KiB
INI
# The internal ip of the master server
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master_ip=localhost
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# Port number
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master_server_port=2000
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# The port number to start world servers on. Will be incremented for each world
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world_port_start=3000
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# 0 or 1, should autostart auth, chat, and char servers
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prestart_servers=1
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# The worlds (zone ids, comma separated) started with master when prestart_servers is on. Empty: 0,1000
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prestart_worlds=0,1000
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master_password=3.25DARKFLAME1
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# Enable the web dashboard (0 = disabled, 1 = enabled)
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# Dashboard settings are configured in dashboardconfig.ini
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enable_dashboard=0
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# Start the UGC server, which makes and serves the meshes and icons of what players build (0 = disabled, 1 = enabled)
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# Its settings are in ugcconfig.ini; see docs/UgcServer.md for the client's boot.cfg settings
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enable_ugc_server=0
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# Live updates (docs/LiveUpdate.md): moving every server and world instance onto a new build without a restart,
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# started from the dashboard, with /liveupdate or with SIGUSR2 to master. Read when one starts.
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# Seconds players are warned before they are moved (0-300)
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live_update_warn_seconds=10
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# World instances replaced at the same time
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live_update_parallel_worlds=4
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# Seconds dead or building players may take before they are moved anyway
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live_update_player_wait=30
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# Seconds builders on a property may take before it is saved for its new instance anyway
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live_update_property_build_wait=60
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# Seconds players at character select get before they are moved to the new one
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live_update_char_select_wait=60
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# Seconds races, minigames and other activity zones get to finish before their players are moved
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live_update_activity_wait=1800
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# Seconds the UGC server may take to finish the models it is making before it is stopped
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live_update_ugc_drain_timeout=300
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# Seconds auth, chat, the UGC server or the dashboard may take to stop or come back before master starts it again
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live_update_service_timeout=30
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# Run the new build's database migrations first (0 or 1)
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live_update_run_migrations=1
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